WARRIORS OF IRARi
The Warfare of Barsoom in Miniature
RULES FOR INDIVIDUAL AND LARGE-SCALE
LAND AND AERIAL CONFLICT
GYGAX & BLUME
PUBLISHED BY
TACTICAL STUDIES RULES
Price $5.00
INQUIRIES REGARDING RULES SHOULD BE ACCOMPANIED BY A STAMPED
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wmwrns m mar:
The Warfare of Barsoom in Miniature
COMPLETE RULES FOR MINIATURE WAR
GAMES, INCLUDING AERIAL WARFARE,
FOR MASS ARMIES OR INDIVIDUAL FIGURES
GARY GYGAX AND BRIAN BLUME
ILLUSTRATIONS BY GREG BELL
1 COPYRIGHT 1974 - TACTICAL STUDIES RULES - ALL RIGHTS RESERVED
1
FORWARD
Worlds of heroic fantasy are many, but perhaps the best known of them all Is the
Barsoom of Edgar Rice Burroughs; where John Carter, Tars Tarkas, Dejah Thoris eta I
adventure endlessly in eternal youth. These rules are an attempt to expand your vicar-
ious enjoyment of this Martian world. While there are but eleven books in the entire
series there is a limitless new realm of possibility awaiting herein. The essence of
Barsoom — the fearless warriors, the men, the monstrous animals, the geography of
Burroughs' Mars, the social customs, the the weaponry — has been formalized into rules
which permit the creation of whole new sagas. The tale can be as simple as a minor
skirmish between two swordsmen, or it can be as complex as the interactions which arise
between several of the Barsoomian city-empires. It can be the lone adventures of a hero
pitted against the harsh realities of Martian wilderness, or it can be the epic tale of a
voyage of discovery aboard small flier. Of course there is a slight hitch . . .
ERB did not create Barsoom without labor — forethought, planning and plain hard
work. To a varying degree the same will be true for those who use WARRIORS OF MARS.
It is axiomatical that one gets as much out of something as is put into it. As wargames
are inter-personal affairs, there is also to be considered the correlary about the chain
being as strong as its weakest link. A simple game will require little effort on anyone's
part, but as play is expanded there is no question but what each participant will hove
to help in the creation of the whole. In this regard these rules serve as a framework;
they provide nearly the entire structure for the simple games and adventures (the players
devising only the scenario), but for the long-term campaign the creation is in the hands
of those participating.
WARRIORS OF MARS, then, gives the reader multiple levels of play. Episodic games
— whether based on large battles or individual combats or adventures — can be devised
and completed without undue effort or the requirement of lengthy play. Related episodes
can be attained simply by devising the background upon which to play them. Campaigns
requiring a referee and several participants are generally left to the imaginations of
those concerned, remembering that the laws which will govern all are clearly deliniated
herein. The rules have been kept to a minimum, the barest necessities required for con-
sistency and clority. We believe that those who use them will be amply capable of
whatever expansion and augmentation they require to make their Barsoom an enjoyable
place in which to stage their adventures I
The authors of WARRIORS OF MARS are both principals of Tactical Studies Rules;
and this is the first such set of rules released by the company, but hopefully not the
last, for we gained as much enjoyment from their creation as we believe that those who
employ these rules will get from the games generated by them. It should also be noted
that this project was done at the request of the firm which originated the miniature fig-
ures for this singular aspect of wargaming - another first for us. Brian Blume is an ardent
boardgame enthusiast just recently recruited to the ranks of miniature warfare, and he
has brought many fresh concepts into this creation (we in fact talked him into using a
variation of his rules for individual dueling for WARRIORS OF MARS rather than saving
it for his own rules design) . So we invite you to mount your waiting thoat or fasten your
harness to the iron ring of the sleek flier and go adventuring — all Barsoom awaits a
new John Carter !
E. Gary Gygax 1 July 1974
Tactical Studies Rules Editor Lake Geneva, Wisconsin
r^^T
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Jnfox
Introduction
Part I : Land Warfpre
Turn Sequence
Movement Trays & Organization
Formations
Terrain Effects Upon Movement
Missiles
Terrain Effects Upon Missiles
Melee
Morale
Sieges
Individual Combat
Individual Adventures
Individual Combat Tables
Campaigns
Part II : Aerial Warfare
Fliers
Fire
Elevation & Depression of Guns
Damage
Ramming & Collision
Grappling
Boarding
Boarding Melee Table
Bombing Fliers
Air-To-Ground Combat
Ground-To-Air Fire
Part III:
Notes on Personality Figures,
Barsoomian Races & Animals
Missile Fire Table
Melee Table
Morale Table
Boarding Melee Table
Bombing Table, Aerial Targets
Bombing Table, Ground Targets
Individual Combat, Animals vs.
Animals and/or Men
Fliers, Aerial Combat Tables
Range
Damage
To Hit
5 Hit Location 55
7 Critical Hits 55
7 Target Size 55
8 Target Facing 55
9 Individual Combat, Men vs. Men,
Combat & Iniative Table 56
11
12
14
MAPS AND ILLUSTRATIONS
14
16
Barsoom, North Fble
28
16
Borsoom, Western Hemisphere
28
19
Barsoom, Eastern Hemisphere
29
24
Barsoom, South Pole
29
27
Thark on Wild Thoat Co
ver
27
Barsoom
3
31
Green and Red Warriors
32
Battle on Barsoom
6
32
Issus, Goddess of Life Eternal
10
34
Red Warrior on Domestic Thoat
13
34
Warhoon
15
35
John Carter, Tars Tarkas and the
35
Plant Men of Barsoom
18
36
Zitidar
20
36
Calot Plant and Sith In Jungle
21
38
Plant Man
22
39
Banth Versus Calot
Black Pirates and Therns Battle
23
In The Valley Dor
25
39
Green Men and Fliers of Helium
26
49
Barsoomian Warships
30
49
Scout Fliers
33
50
John Carter, Warlord of Barsoom
37
51
Carthoris
40
51
Tars Tarkas, Jeddak of Thark
41
51
Kantos Kan
42
Yellow Warrior
43
52
First Born
45
54
Holy Thern
46
54
White Ape
47
54
Apt
48
54
Calot
48
INTRODUCTION
These rules are designed to fit multiple levels of play, either separately or in com-
bination with each other. Thus, it is possible to use these rules to fight large-scale
actions between opposing armies, including aerial combat, to concern play with indi-
vidual figures only, — again including aerial combat, to include a referee and stage
campaigns, or to do the same but instead of campaigns to use the referee to set up the
scenario for individual adventures! In fact, all of the above can be combined into a
complex campaign game with many participants. On the other hand it is an excellent
vehicle for simple games involving but two players. What has been provided is a multi-
purpose set of guidelines for whatever use is most desirable to those who employ them.
A quick scanning of the index should make the possibilities readily apparent.
Generally speaking the parts of the rules are not inter-dependent. It is not necessary
to know any section well before going on to use another. It is necessary, however, to
know the rules thoroughly, so read them carefully before you play them. Some parts do
not strictly adhere to the "facts" as presented by Edgar Rice Burroughs — partially be-
cause he was somewhat contradictory, and partially due to the necessities of designing
wargame rules around a series of books. Barsoom is captured herein in essence, but a
wider scope for individual change has been allowed for, save for salient features like
the near-invulnerability of John Carter. Some standardization was required, as in the
types of fliers, but those who would rather have wide variety can easily expand the
range by using the parameters which are given. The races of Mars, its animal life, and
its topographical features are all accounted for. It is up to you to make them into a
game which you find enjoyable.
Unless there is a large army immediately available it is suggested that play begin on
a man-to-man basis, for this requires only a few figures. As collections grow personal
adventures, mass battles, and aerial warfare can be added. The rules are designed to
grow with your familiarity with them and with the availability of miniature figures to
use in play.
Finally, some readers may wonder why certain aspects of the Martain series of Edgar
Rice Burroughs have been omitted entirely. ERB had a vivid imagination, and he wrote
about many unusual creatures and circumstances which were extraneous to typical
Barsoomian life. These aspects would affect only the "personal adventure" area of the
rules, and in the interest of space they were omitted. As with any other part of these
rules, however, the participants can do their own research and add whatever they wish
as desired. If an array of a million synthetic men seems useful, for example, we wish
you the best I Our approach to these rules has been as serious as possible considering
the nature of the material upon which they are based. Without denegrating in any way
whatsoever the literary efforts of Edgar Rice Burroughs, there is no question that much
of the material which makes an excellent story has no part in a set of miniature rules,
and we are certain that readers will readily agree. Still, all games are in a sense fan-
tasy, and games based on fantasy need know no bounds, so play it as you see it, and
have fun.
GREEVl AMD RED WARRioRS
BffTTt-E. ori BAR soon
PART I: LAND WARFARE
SCALE
While figure size is contemplated as a relative constant — save with regard to flier
models — the figure-to-troops scale, the ground scale, and the time scale are varied:
FigureScale— 1:50 1:1 1 :1 (fliers) or
1:50 (flier)
Distance 1" = 10 yards 1" = 6 feet 1 " = 1 ,000 yards
Time 1 turn = 1 min. 1 turn = 10 sec. 1 turn = 1 min.
As figure scales are not mixed on the table the only incompatability arises when
fliers are incorporated. As the speed of these vehicles is such that they can begin,
traverse, and end a turn off even the largest of playing areas, battles which involve
land and air are treated separately in the rules with regard to air-to-ground and ground-
to-air exchanges, save for debarkation of troops from fliers. Thus, the incompatibility
is dealt with so as to not actually distort the game.
TURN SEQUENCE
Two different systems of play are considered:
Written Orders (1:50 scale only):
1 ) Both sides write orders for all units which are in play or will come into play
during the turn. Orders must include formation, and formation changes, dis-
tance of movement, direction of movement, and type of movement (including
special attack) .
2) Beginning turn fire is taken simultaneously.
3) Movement according to orders is carried out; with mid-turn fire taken.
4) End turn missile fire is considered simultaneously taking place, although one
side or the other may determine effects first, and casualties are extracted
simultaneously.
5) Morale checks necessary are made.
6) All melees are resolved.
7 ) Morale checks necessary are made
8) Repeat steps 1-7.
Move -Counter -Move (either scale):
1) Beginning turn missile fire is taken simultaneously.
2) Side "A" moves all infantry units; with mid-turn fire taken.
3) Side "B" moves units of all types, with mid-turn fire taken.
4) Side "A" moves all cavalry units, with mid-turn fire taken.
5) End turn missile fire is conducted simultaneously.
6) Morale checks are made as necessary.
7) All melees are resolved.
8) Morale checks are made as necessary.
9) Steps 1 - 8 are repeated each turn with the roles of "A" and "B" alternating,
i.e. on the 2nd turn "B" would move all infantry units first.
7
MOVEMENT TRAYS AND ORGANIZATION
For game purposes when employing the 1 :50 scale it is necessary to mount oil figures
upon movement trays (hereafter called stands). In order to conform to the organization
of Barsoomian armies as given by Edgor Rice Burroughs the basic stand is two human-type
infantry figures , and one figure per stand for any other type of troop . This may be mod-
ified, however, by mounting all troops on the same size stands according to the follow-
ing ratios:
10 human-type infantry, or
5 green Martain infantry, or
5 human-type cavalry, or
3 green Martain cavalry.
A one man stand should be square, with a two man stand double that, etc. Stand
depth should be double that of infantry for human-type cavalry and quadruple that of
infantry for green Martain cavalry. In any case some two- and one-figure stands should
be included for representation of scouts and skirmishers.
Personality figures and their personal guard are mounted on a one-man stand.
Martain organization is as follows:
Number of Troops
Number of
Designation
Unit
in Unit
Figures
2
of Unit
Commander
100
Utan
Dwar (Capt.)
1,000
20
Dar
Teedwar (Col.)
10,000
200
Umak
Odwar (Gen.)
20,000 +
-
Army
Jedwar (Marshal)
MOVEMENT
Movement distances are given for land troops. All aspects of aerial warfare will be
dealt with in a separate section. Note that movement for both the 1:50 scale and for
the 1 : 1 scale is the same, exception Special Movement which is shown according to
the two different scoles.
Movement Table:
Troop Type
Human Infantry, formed
Human Infantry, skirmishing
Green Infantry
Human Cavalry, formed
Human Cavalry, skirmishing
Green Cavalry
Plant Men
Ape, Apt, or Orluk
Banth
Calot
Darseen or Sith
Unridden Wild Thoat
Zitidar
Normal Move
Charge Move
9"
15"
12"
-
12"
18"
15"
24"
21"
-
18"
30"
15"
21"
12"
21"
15"
24"
24"
39"
9"
18"/30"*
21"
36"
12"
21"
speed of Sith in full flight
Special Movement:
Personality Figure
John Carter
Carthoris
Tars Tarkas
Other Major Figures
Woo la
Plant Man
Thoat Carrying Double
Formed Movement:
Movement
Bonus Afoot
9"
6"
3"
1"
3"
3" penalty
Jump Movement (1:50/1:1 scales)
Forward Upward Rearward
5"/25" 1 "/25"
3"/l5" l/2"/3"
3"/l5" l/2"/3"
2"/10"
1 "/5"
Units which are formed ore positioned so as that all stands in the unit or units are
touching. Note that Green Martian troops are always considered to be skirmishing.
Skirmish Movement:
Units which are skirmishing are considered to be in loose order, and to depict this
fact their stands must be at least one inch away from each othe r, all directions con-
sidered.
Charge Movement:
Charges can be sustained for a maximum of three turns of movement for game purposes,
and thereafter the figure or figures concerned must have satisified at least one of the
following requirements before they can charge again for from one to three turns of
movement:
1 ) make only normal moves for three or more turns, or
2) move at one-half normal speed for one turn followed by
a move at normal speed for one turn, or
3) make no movement at all for one turn.
The above restrictions are modified for purposes of 1 : 1 play with regard to:
1 ) John Carter, who may move up to nine charge moves, and
2) Carthoris and Tars Tarkas, who may make up to seven
charge moves, and
3) Other Major Figures, who may charge for as many as five
turns of movement.
Special Movement Restrictions:
Movement bonuses (or penalties) always apply to moves as pertains to the appro-
priate figures.
Jump movement is treated as charge movement with regard to the number of jumps
possible before rest is required, Plant Men having the ability to jump up to seven times.
FORMATIONS
Only human-type troops fight in a disciplined formation. This has been taken into
consideration if designing the combat tables.
Human-type units may change formation at any time. The penalty for a formation
change is simply one-half normal movement, and any other movement made must be at
normal speeds. Thus for a human-type infantry Dar (20 figures) to move from skirmish
formation to any other formation costs but one-half move.
Formations Fbssible
Line
Skirmish Line
Column
Attack Column
Ail-Around Defense
Infantry
Human-Type
yes
yes
yes
yes
yes
Green
no
yes
yes
no
yes
Cavalry
Human-Type Green
yes
yes
yes
yes
no
no
yes
yes
no
no
XSSUS
Goddess oF L*£& ETERNAL
10
««/.
TERRAIN EFFECTS ON MOVEMENT
ROUGH GROUND
BROKEN GROUND
HILLS
TREES
MOUNTAINS
Slows foot (formed) by 3"
Slows cavalry by 6"
Cavalry charge: Each thoat has a 2 in 36 (2 or 12)
chance of stumbling, rider stuned 6 turns
Leaps have a 1 in 6 chance of causing a fall,
leaper stunned 1 - 6 turns
Formed movement is not possible
Charge movement is not possible
Leaps have a 2 in 6 chances of causing a fall,
leaper stunned 2-12 turns
Movement uphill is at -3"
Charges downhill are permitted only if the slope
is very gentle
Units may not move through trees in formation
Movement is at a 3" penalty through trees
No charges through trees are permitted, but
units may charge out from trees
Only normal moves are permitted, all speeds
reduced by one-half
THE BARSOOMIAN CODE OF BATTLE
The inhabitants of Mars are ethical to the extreme in battle. Thus, the attacker will
never face a weapon superior to his own, for this would violate the code. The equal and
lesser weapons are given below:
Attack Weapon
Radium Rifle
Radium Pistol
Bow
Javelin
Lance, 40' long
Lance, 20' long
Long Sword
Short Sword
Hatchet
Dagger
Defenders Choice
Any hand or shoulder weapon
Radium pistol, bow, javelin, hurled sword, lance, long
sword, short sword, hatchet, or dagger
As above for Radium Pistol
Javelin, hurled sword, lance, long sword, short sword,
hatchet, or dagger
As above for javelin
Hurled sword, lance, long sword, short sword, hatchet,
or dagger
Long sword, short sword, hatchet, or dagger
Short sword, hatchet, or dagger
Hatchet or dagger
Dagger
If the Barsoomian Code of Battle is violated by a player his opponent(s) immediately
increase one class due to their feriocity at this villany. Furthermore, if combat is at
1:1 and the Individual Combat rules are in use, this increase is permanent.
MISSILES (Excluding all Missiles Concerned with Aerial Combat )
As noted above all fire to or from fliers will be considered in that part of the rules
which details aerial warfare. Types and ranges of missiles used in land battles will be
detailed here, and the effects of missile fire will be given in the combat tables.
Number of Ranks Firing: One, except bows which may fire two ranks deep.
11
Rate of Fire:
Javelins
Bows
Pistols
Rifles
Missile Ranges:
Javelins (or Hurled
Sword*)
Bow
Pistol
Rifle
— once per turn, 3 times maximum per figure
— twice per turn, 20 times maximum per figure
— twice per turn, 30 times maximum per figure
— twice per turn, 200 times maximum per figure
Troops firing twice may not move.
Range at 1 :50
6"
24"
48"
Unlimited *
* +
Used only in Individual Combat
Maximum range for Hurled Sword
Sighting device allows fire up to 200 miles
Ra
nge at 1;
:1
Short
Medium
Long
6"**
18"
30"
30"
75"
120"
40"
80"
240"
60"
120"
Uni
imited***
Firing Procedure: Units may fire at the beginning of the turn only if they are eligible
to fire twice. Fire is taken as follows:
Turn
Beginning
Mid'
End
Unit Which
Fires once/turn no yes (or) yes
Fires twice/turn yes (and) yes (or) yes
* see Pass-Through Fire
Any unit meleed at the end of movement may not fire end fire.
Arc of Fire:
Foot — 45 deg. left or right
Mounted — 135 deg. left, 45 deg. right
Split Move and Fire: This type of maneuver is not permitted.
Pass-Through Fire: Missile troops which do not fire at the beginning or move during a
turn may elect to fire at any unit which passes through their range and arc of fire, in-
cluding troops charging them. Pass-through fire is taken at the half-way point of the
target's movement, prior to all other fire and before movement is completed.
Indirect Fire: Only bow armed troops may fire indirect. They may fire over the heads
of intervening troops which are at least 2" (or 10" using 1:1 scale) away from the firing
troops. Indirect fire reduces target casualties by one-half. Indirect fire over relatively
low objects and/or terrain features is also possible, but the relative height of the inter-
posing object must be considered.
Missiles may not fire at units behind skirmishers except for indirect fire.
Note: Missiles may not be fired into a melee.
Extraction of Missile Casualties: This is done in the same manner as in melee casualty
extraction which is explained in the next section (Melee).
Loss of Personality or Commander Figure: This loss is incurred in exactly the same man-
ner as in melee. (See Melee).
TERRAIN EFFECTS UPON MISSILES
If an additional rank of missile troops is standing upon higher terrain then the rank
or ranks ahead of it which are eligible to fire, the rank on higher ground may also fire.
12
Thus, two ranks of all types of missile troops, save bows, would be eligible to fire, and
three ranks of bowmen could fire.
Missile fire in dense woods is not permitted.
Terrain effects upon casualties from missile fire are dealt with in the combat tables.
: -M\\
Red u/arrior. on
DoriEsTic THoST
13
MELEE
Melee occurs when stands or figures of opposing sides touch. Only touching stands
or figures are counted in melees.
Number of Rank s Fighting in a Melee ; Only the first rank fights in a melee, but troops
behind up to ten ranks deep may be used to fill-in front rank casualties. Skirmishing
formations count only five ranks deep.
Extraction of Casualties: Casualties are extracted according to the combat table
(appears at the back of the booklet) from the rear ranks of troops involved, as it is
assumed that rear ranks are filling-in front rank casualties. Count casualties left to right,
rear to front.
Continuation of Melee: Each turn there will be one "round" of battle when a melee is
progress, and casualties will be extracted as explained above. The melee will end only
when one side or the other has a morale failure. Morale is explained hereafter.
Overlapping: Stands of a unit which is part of a melee, yet which have no enemy facing
them are eligible to move onto the flank or rear of their opponents. This overlapping
occurs only after the first round of melee has been resolved and the next movement turn
has arrived. It can be stopped by the arrival of enemy troops in the path of the hereto-
fore possible overlap.
Flank Attack: Units attacked in the flank do not return casualties during the first round
of melee, suffer double casualties and must check morale. Thereafter it is assumed that
the flanked troops turn, and on the second and succeeding rounds of melee casualties
are normal for both sides.
Rear Attack: Units attacked in the rear do not return casualties during the first and
second rounds of melee, suffer double casualties during these two rounds, and must check
morale. Thereafter it is assumed that the troops attacked in the rear turn, and on the
third and succeeding rounds of melee casualties are normal for both sides.
Loss of Personality or Commander Figure: During melee there is a chance that these
types of figures may be killed. The chance is not proportionate but is based on a one in
six possibility. When six, or more casualties, have been incurred in a Dar roll a die,
and if 1 is rolled the leader of that unit has been killed. Do this each time an additional
six casualties occur. Otherwise, the leader is considered to be the last figure to die.
When dealing with larger units (Umaks) this rule does not apply, and the Odwar of the
Umak must be surrounded to be killed.
MORALE
Barsoomian morale in combat is exceptionally high, as all species of Barsoomians are
generally very warlike and brave. This is reflected in the scores required to retain good
morale.
Morale Checks to be Made:
- at 25% casualties - unit attacked in the flank
- at 50% casualties - unit attacked from the rear
- at 75% casualties - unit surrounded in the open
- unit commander killed - attacked by flier in the open
- personality figure killed - outnumbered by superior troops
- routing unit within 3" by 3 or more to 1
Morale Table, Including Bonuses and Penalties:
The table for morale is given at the end of the booklet.
14
SIEGES
Sieges are strictly for play in campaigns using the 1:50 scale. Generally speaking
they are long and rather tedious affairs, and it is suggested that if they must be con-
ducted the major part be done with paper and pencil. That is, the plan of the city being
invested be drawn in triplicate. The defender should indicate his dispositions on one
copy, the attacker his earth works and dispositions on another, and a referee keep track
of both on the third copy. Attempts to escalade, breach a wall, or whatever can then
be worked out by the referee, and the opponents informed of the results. Only when a
successful foothold has been gained atop a wall or in a breech should play go to the
table top.
As a final word here it should be remembered that most cities fell to assualt from the
air or through a fifth column opening a gate for the troops waiting outside.
INDIVIDUAL COMBAT
When employing the 1:1 ratio it is sometimes desirable to decide combat in some
other manner than the melee system which is aimed at mass battles. It is always desir-
able to use another system when personality figures are involved or when participants
are engaging in adventures or when some form of animal is in combat.
The individual combat system is based on 13 levels of ability for men (13th being the
highest) and specific abilities for the most common types of large Martian animals are
included and elaborated later in the booklet, thus:
MEN:
Level Typical Examples
13 John Carter
12 Carthoris, Tars Tarkas, Solon of Okar, Ulysses Paxton
11 Mors Kajak, Tardos Mors, Kantos Kan, Thuvan Dihn, Gahan of Gathol
Dotar Xodar, Green Jeddaks
10 1st Rate Red Jeddaks, Green Chieftians
9 1st Rate Jeds, Jedwars
8 Princes, Dators, Chiefs, Dwars, 2nd Rate Red Jeddaks
7 Teedwars, Odwars, Guard Padwars
6 Padwars, 1st Rate Guards, Green Martians, 2nd Rate Red Jeds
5 Regulars, 2nd Rate Guards, Green Females
4 Levies, 2nd Rate Regulars
3 2nd Rate Levies
2 Novices
Females
ANIMALS:
Ape (White), Apt, Banth, Calot, Darseen, Orluk, Plant Man, Sith, Thoaf, Zitidar
Movement: Movement is the same as already given.
Missile Fire : While missile fire can be handled in the manner previously given, a more
personal method is recommended.
16
The players may elect to fire in a number of ways:
- Fire and move
- Move and fire
- Fire and fire
Pass-through fire is taken exactly as has been previously stated, and units meleed at
the end of movement may not fire. Figures may not fire into a melee.
Missile Fire Procedure:
The firing player rolls two dice in sequence: The first is the number he must match or
beat in order to score a hit, and it is modified by his status, weapon, the range, and so
on. If the modified number is not matched or exceeded by the score of the second die
the missile failed to hit its target.
Modifications to the First Die
Additions Subtractions
Defender in soft cover +1 Green man firing -1
Fire at long range +1 John Carter firing -1
Target moving +1 Weapon is radium rifle -1
Target behind hard cover +2 Target at short range -1
Hits by missiles will kill any figure not above 6th level and all others, take the
equivalent of seven wounds.
Melee:
Melees are conducted differently when fought on an individual basis. Blows are
given according to iniative. To determine which figure strikes first the following prior-
ities are used — 1 . supercedes all others; 5. is used only when all others do not apply.
1 . If one figure surprises the other (ambush, flank attack, rear attack, etc.)
it strikes first.
2. The figure with the longer weapon strikes first.
3. The charging figure strikes first if weapons are of equal length or if the
defender's is shorter.
4. If man vs. animal the man strikes first (he needs it !); if man vs. man the
figure with the higher level of ability (13th, 12th, 11th, and so on
down) strikes first.
5. The figure which did not just move strikes first.
Hit determination is accomplished by the roll of three dice. The Individual Combat
Table is shown at the back of the booklet. The ability level of the attacked is com-
pared to the level or animal type of the defender to find the score required to hit. The
attacker then rolls the three dice and if the total equals or exceeds the number shown
on the table a wound or a kill is scored.
Rounds of Melee per Turn:
There will be two rounds of melee fought each turn.
17
3Ell/-
JoHNl CARTER , TARS T«RKAS
and THE PLANfrnEM o-f SflRsoon
18
INDIVIDUAL ADVENTURES
In order to allow for this type of play it is necessary that a referee oversee the effort.
The referee must prepare some large-scale maps of various areas of Barsoom, as well as
city plans for the deserted metropolises which ring the edges of the dry sea bottoms. On
these maps he will indicate the presence of unusual terrain features, Green Martain
hordes, animals, strange races, treasures, or whatever he deems applicable. The adven-
tures will then set out afoot, on thoats, or by flyer in whatever direction they wish —
without seeing the referee's maps. He will inform them of what they find along the way,
and gradually the adventurers will develop mo re-o r- 1 ess accurate maps of the areas they
have traveled. The purpose of these adventures is not simply to map, however. It is to
gain fighting ability that individuals risk their lives in the Barsoomian wilderness, for
with each successful combat with men or animals, with the acquisition of lost treasure,
the individual moves up the levels towards the unreachable plane where John Carter
reigns alone !
Unexpected Encounters: Each day spent in the pursuit of adventure on Barsoom is likely
to bring some unexpected encounter. Remaining aloft in a flier, of course, negates
chance for encounter unless men are present to fire at it. The matrixes which follow
will serve to indicate what is likely to be encountered according to the type of stopping
place at the end of the day !
Time and Movement: Both of these factors will depend on the maps devised by the ref-
eree. However, a man afoot can cover about 20 miles per day. A thoat-mounted ad-
venturer perhaps 50 miles per day. A typical flyer cruising at well over 100 miles per
hour will pose some difficult problems for judges until his map making has covered the
whole Martain globe! As a suggestion, spaces of approximately 20 scale miles across
will be most likely to allow relative ease in handling adventures.
Encounter
Probability
1-3
1-3
1-2
Die Roll
Marsh
Jungle
Cold Region
1
Banth
Banth
Apt
2
Darseen
Sith
Orluk
3
Apes
Darseen
White Men
4
Red Men
Apes
Yellow Men
5
Green Men
Red Men
Red Men
6
UNUSUAL*
Green Men
Black Men
Encounter
Probability —
1-2
1-3
1-4
Die Roll
Hills, Woods
or Uplands
Banth
Dead Sea
Bottom
Banth
Deserted
City
1
Banth
2
Apes
Ca lots
Apes
3
Calots
Thoats
Apes
4
Red Men
Zitidars
Green Men
5
Green Men
Green Men
UNUSUAL*
6
UNUSUAL*
Green Men
UNUSUAL*
* Referee must determine what wierd creature appears.
19
If an encounter occurs the chances of mutual sighting vary:
Party is
Ambushed
6
6
5,6
4-6
** Mounted or afoot. Treat 1-5 man fliers as Party Size 5-9 and other fliers as 10 +
If some type of men ore encountered there will be a chance that there will be other
interesting things connected with their appearance:
Number of
Party is
Mutual
Adventurers
**
Unseen
Sighting
1
1-4
5
2-4
1-3
4,5
5-9
1-2
3,4
10 +
1
2,3
Die
1
2
3
4
5
6
Human-Type Men
Party afoot
Party thoat-mounted
Party with flier
Party with flier
Party with flier & prisoner
Party with flier & 1-2 male prisoners
Green Man
Scouts for a small horde
Scouts for a larger horde
Nothing unusual
Nothing unusual
Parry has 1-3 male prisoners
Party has noblewoman (1-4)
or princesses (5,6) prisoner
Advancing in Combat Ability: Advancement in this area is a function of the number of
successful encounters the adventured has had with men and animals. Of lesser importance
are such things as freeing prisoners and capturing items such as fliers, mounts, weapons,
treasure and so on. As a general guideline we suggest the following:
Ability
Level
1
2
3
4
5
6
Points to
Attain it
1000
2000
3000
5000
8000
Ability
Level
7
8
9
10
11
12
Points to
Attain it
12000
17500
24000
32000
45000
60000
20
Point Accumulation: Points accumulate according to the following table. In cases
where no example is given it is up to the referee to adjudicate the gain.
Capturing and Returning with
Killing Animal
Killing
Level
Type —
of Warrior
Ape
1000
1st
25
Apt
1000
2nd
50
Banfh
1500
3rd
75
Calot
750
4th
100
Darseen
500
5th
200
Orluk
750
6th
350
Plant Man
2000
7th
600
Sith
5000
8th
1000
Thoat
100*
9th
1500
Zitidar
100*
10th
2250
■
11th
3000
12th
4000
Warrior
Other
1st
30
For freeing —
2nd
75
- Prisoner 2000
3rd
125
- Nobleman 4000
4th
150
- Lady 5000
5th
275
- Princess 1 0000
6th
450
Flier —
7th
750
-small 3000
8th
1250
- large 7500
9th
2000
Treasure —
10th
3000
per 1000
11th
4000
of value 10
12th
5500
Mounts, ea. 50
Arms, ea. 20
: counts only if the animal is attacking to kill.
CALoT PlfWT
■s?tvi
21
PLftKT MM
Adventures in the Pits: It is not readily possible to explain fully herein the method of
preparation of labyrinth maps by the referee in order for players to adventure in the
pits which form mazes beneath every Barsoomian city, old or new. It is suggested that
if the participants find such play desirable they have their referee thoroughly re-read
all eleven of the Mars series by ERB and then pick up a copy of DUNGEONS &
DRAGONS, Rules for Fantastic Medieval Wargames Campaigns (also available from
Tactical Studies Rules) .
More on the Barsoomian Code: It must be remembered at all times that when men faced
men their single desire was generally to come to grips with bare steel I This usually
applied to the Green Martians as well (for example we have John Carter blasting them
by the score, yet they do not in turn shoot back with their radium rifles, but rather they
finally gallop up and overcome him with swords I ) Therefore, the referee should not
allow the attacker to use missile weapons unless he faces an animal or an opponent he
cannot otherwise reach. The code seems to have slipped considerably during times of
active warfare between empires.
Animals vs. Animals: Certain dwellers on Barsoom tame and use animals in warfare.
The Green men, for example, make extensive use of the calof for this purpose. Some
Orovarians make use of banths in a like manner. Players may attempt to capture and
tame like animals for their own use. While animal vs. animal situations are not common.
22
their use in warfare and the possibilities of their use in Individual Adventures are such
that a provision for combat between animals was a necessary part of the rules.
Assassins: These silent killers can range from 5th to 10th level of combat ability. They
can strike anyone — for pay, and killing one is worth twice the normal value in points
according to his level. Hiring an assassin, his fee, and so on will normally be a feature
of campaign play (see next section) and will always be handled by a referee.
BAN77/ vs CALOT
23
INDIVIDUAL COMBAT TABLES
The tables proper are found at the end of the booklet along with the other tables.
This section simply details the use of the tables.
Animals vs. Animals and/or Men; Men vs. Animals: Procedure:
1 . If an animal is attacking an animal roll three dice, and if the score equals
or exceeds the number shown in the lower left hand segment of the appropri-
ate box on the matrix the attacker has panicked and run away. No combat
takes place. Otherwise, go to step 2.
2. Check to see if any special abilities will modify later steps.
3. Roll the three dice once again and if the score equals or exceeds the number
shown in the upper right hand segment the animal has killed its opponent.
No further combat takes place. Otherwise, go to step 4.
4. If the dice roll for 2. above, equals or exceeds the number shown in the
upper left hand segment the attacking animal has wounded its opponent.
5. Regardless of wounds which may have been dealt, repeat steps 2. through 4.,
alternating opponents, until one is killed or succumbs to it's wounds.
Missile Fire vs. Animals:
When a man opts to fire (or hurl) a missile at an animal he gives up his first attack
on the combat table. However, there is a good chance that the missile will kill the
animal. This procedure is done simply by modifying the combat table as follows:
1 . The score to wound becomes the score to kill.
2. A total score of one less than the number shown to wound indicates that the
missile has caused four wounds on the animal.
3. A total score of two less than the number shown to wound indicates that the
missile has caused three wounds on the animal.
4. A total score of three less than the number shown to wound indicates that the
missile has caused two wounds on the animal.
5. A total score of four less than the number shown to wound indicates that the
missile has caused one wound on the animal.
6. Lesser totals indicate a miss.
Animals Special Abilities: This reflects the abilities, natural equipment, or size of
certain Barsoomian animals.
The white apes with a club has a + 1 on its roll to wound or kill.
The charging banth gains a +1 on its roll to wound or kill on the turn of its charge.
The plant man which can't leap over its opponent loses a - 2 from its dice roll to
wound or kill.
The sith has a second attack roll which represents its stinger, and if it makes the
number shown or exceeds it, the opponent is killed.
The Thoat and the Zitidar gain a +2 on the dice roll to kill on any turn which they
charge into combat.
Woola gains a + 1 on all dice rolls !
Men vs. Men: Procedure:
1 . Determine who has the iniative or will give the first attack.
2. Roll three dice and consult the appropriate chart.
(Animals vs. Animals and/or Men; Men vs. Animals or Men vs. Men, Combot
and Iniative) -- if the score equals or exceeds the larger of the two numbers
shown then the opponent is killed and that combat is over.
24
3. If the number equals or exceeds the smaller of the two numbers shown for men
then the attacker has scored a wound.
4. Check iniative:
a. if this is not the third successive time which one opponent has held the
iniative it must be diced for by the defender who rolls three dice and
must equal or exceed the smaller number shown on the Men vs. Men
table or the iniative remains with the attacker, or
b. if this the third successive turn in which the iniative has been with the
same opponent it automatically devolves upon the other opponent for
that turn, while the former attacker will assume role a. above next
turn.
BLflcK PlRffTES AND TriERNS
BBTTLE. IN THE VftLUy DoR
25
GREEKl PIEM and FLIERS
of HEL?UM
Wounds: The number of wounds possible for animals to take before death is indicated on
the appropriate table. Men are killed at one wound above their level of fighting ability,
and it takes 15 wounds to kill John Carter.
Weapons: The tables assume that men are facing animals with long swords. If a lesser
weapon is used there is a one point loss on dice rolls. With greater weapons or when
mounted a one point bonus is gained on dice rolls. A mounted charge gains a two point
bonus on the first turn of combat. A mounted lance charge gains a three point bonus on
the first round. A mounted lance charge with a poisoned lance against a sith gains both
the three point bonus noted above and causes any wound to kill.
When men are fighting men it is assumed that equal weapons are being employed
according to the Barsoomian Code. If one opponent is an Okarian with long sword,
hook sword, and cup shield and the other opponent is not so equipped he gains a one
point advantage on defense, and unless the opponent has a second weopon in his left
hand to counter the hook sword the Okarian will also gain a one point advantage in
offense. If weapons are not equal the opponent with the greater weapon will gain a one
point advantage on both attack and iniative dice rolls.
Multiple Opponents: In situations where several animals and/or men are involved or
where one animal or man is attacking several men and/or animals, or any other similar
case:
1 . Roll the dice for the attacker or attackers and extract any losses from the
defender or defenders.
2. Reverse roles and use stem 1 . above.
3. If men vs. men check initiative for each defender, and, if one gains it all
do.
26
CAMPAIGNS
Campaigns, like personal adventures, must always be conducted by a neutral referee.
They can be based on a 1:50 scale, a 1:1 scale, or both scales as the situation dictates.
The important feature of a campaign are manpower , supplies, income, and transport as
far as the participants are concerned. The referee will prepare maps for each player,
outline the vital statistics of the power base of each player, and set forth some form of
objective. Thereafter it will be up to the participants to give the campaign form by their
planning and actions. The Mars series gives quite a few details of typical city/empire
populations and overall status. From these descriptions can be drawn the necessary in-
formation upon which to base the potential of each empire. For example, Helium will
have no trouble fielding a million man army (plus Green Martain auxiliaries to the
number of 50,000 or more), transport it anywhere with ample air support, and supply it.
This means that any objective for Helium must be grand indeed !
A "non -historical" approach to a Barsoomian campaign is to place all participants
on a relatively equal footing by assuming that each commands a territory and force
approximately equal to the others. One may be the Jeddak of a Green horde, another
the Jed of a city with a large population but only a few fliers (Kaol, for instance), and
so forth. Objectives can then be kept to a par.
Campaign features such as recruiting mercenary troops, researching new weapons,
spying, and assassination must also be determined by the referee.
We have found it to be practically impossible to write really complete campaign
rules, for there is always some new feature cropping up or some new idea which a player
wishes to try. If the campaign is begun simply, giving only the information noted above,
it will function quite well for a few turns. The referee will then be able to handle each
new detail as it arises, and a set of house rules for the campaign will quickly and nat-
urally develop. And a word of advice here: We have anticipated in campaigns which
quickly developed — into monsters of paper work for the referee and for the players
alike; needless to say, the affairs never saw any conclusion. Keep campaigns as simple
as possible, and the players will love them I
PART II. AERIAL WARFARE
There are various types of standardized fliers considered for purposes of these rules.
ERB mentions many other kinds and varieties which can be added if desired. Fliers will
be treated in two ways: large fliers will be dealt with assuming the 1:50 scale, while
the small ones will be treated assuming the 1:1 scale (ignored entirely in 1:50 games).
The actual scale of flier models used should be about 1 :1200 for the large ones and
1:200 for the small ones. For ease of play crew rosters should be maintained, with a
side note as to the damage sustained by the flier itself.
MOVEMENT
Movement can be either simultaneous with written orders, or on a move-counter-
move basis. If the latter method is adopted there will be a difference in the firing
procedure (see FIRING ) .
Speed:
Type of Flier
5-1/2"
Super Battleship
6"
Battleship
6-1/2"
Battle Cruiser
7"
Cruiser
7-1/2"
Light Cruiser
8"
Scout Cruiser*
8-1/2"
Large Scout*
27
BAR
Shaded Areas Are
WESTERN HEMISPHERE
28
SO O M
Dead Sea Bottoms
a a ;; •"- V. ^
m <i 'i- --A* '/
1 . ' * yf^. Entrance O ' .
SOUTH POLE
29
l/7ifpmr*
i
3E/I/..
: -N
BMSMWnu, WMH ;„
30
Speed:
9"
5"
7"
Type of Flier
Small Scout*
Heavy Transport
Light Transport
* small fliers used only at 1 :1
Climb: Climbing requires 1" of movement for every 1/2" of climb. Maximum angle
of climb is 1/2" altitude for every 2" ahead.
Ceiling: Due to the thin atmosphere of Barsoom the maximum altitude is 3,000 yards
(3") Placing the fliers on altitude blocks in thicknesses of 1/2" is ideal for
indicating height.
Dive: Diving gains 1/2" of additional movement for every 1/2" of altitude descent.
Maximum angle of dive is 1/2" for every 2" ahead.
Turns: Turns are possible only at the end of movement, allowing changes up to 45
degrees.
Exception: When going into battle six or more fliers can maneuver so as to
form a "Barsoomian Circle", providing they are within normal movement
distance of each other. This configuration is circular with approximately
one-half to one inch between fliers. The fliers can fly in a circular fashion
as long as the formation is maintained.
Note: Flier speeds are based on 1" equaling 1000 yards and 1 turn equaling
1 minute. This does not readily convert to ground actions (as previously men-
tioned) even at greatly reduced speeds. For this reason a separate section
which amalgamates the two systems is given later.
FLIERS
Number of
Gunner
Crew
Marine
Officers
Type of Flier
Guns
Bombs*
Figures**
Figures
Figures
and NCO's
Super Battleship
22 Heavy
90/30
22
6
6
Battleship
1 4 Heavy
75/25
14
5
5
Battle Cruiser
8 Heavy
45/15
8
3
3
Cruiser
12 Med.
30/10
6
2
1
Light Cruiser
8 Med.
15/5
4
1
-
Scout Cruiser****
8 R.F.
6/2
8
22
60
10
Large Scout ****
4 R.F.
4
5
-
Small Scout****
2 R.F.
2
2
-
Heavy Transport
4 Med.
2
2
30***
Light Transport
2 Med.
1
1
10***
* first number is total bomb load; that following the slash is maximum
number droppable in a turn
** includes R.F. gun crews and marines firing radium rifles
*** these are the troops being transported, assuming human-type men.
If Green Martians are carried the ratio is one Green for every three
human-types, so capacity becomes 10 for the Heavy Transport and 3
for the Light Transport. If small thoats are carried the ratio is one
small thoat for every five men. If large thoats are carried the ratio
31
is one for every fen men.
**** for use in 1 :1 scale only
R.F. = Rapid Fire gun, a light weapon.
Armament Patterns:
Type of Flier
Super Battleship
Battleship
Battle Cruiser
Cruiser
Light Cruiser
Scout Cruiser
Large Scout
Small Scout
Large Transport
Small Transport
Bow
Starboard
Port
*one swivels to fire starboard broadside, one port broadside
** swivels to fire to either starboard or port broadside
Note: Rapid Fire guns aboard large-type fliers have been ignored
and their effects subsumed.
FIRE:
Stern
2*
9
9
2*
2*
5
5
2*
1**
3
3
1 *#
2*
4
4
2*
1 **
3
3
1 **
I **
3
3
1**
1 **
1
1
1**
] **
_
-
1 *#
] **
1
1
1 +*
1 **
-
-
1 **
Fire will depend on which movement system is used. If the simultaneous movement
system is employed all fire will come at the end of the turn. If the move-counter-move
system is used there will be an exchange of fire after each player has moved.
Method of Fire:
Fliers will fire at opponents most similar to their class, firing at the nearest target
first, however. Concentrations of fire (several ships on one enemy) must be ordered the
previous turn.
After targets are designated fire will be taken one gun at a time, players rolling the
dice and consulting the FIRE TABLE — FLIERS (found at the end of the booklet). If
using large numbers of ships, roll for each broadside. Damage scored will be recorded,
and when all fire is over movement will again commence unless any boarding actions
are to take place (see following rules GRAPPLING and BOARDING).
ELEVATION AND DEPRESSION OF GUNS
Type of Gun
Rapid Fire Gun
Medium Gun
Heavy Gun
Maximum Elevation
Maximum Depression
90 deg. 15 deg.
60 deg. * 30 deg.
45 deg. ** 15 deg.
* 90 deg. elevation, deg. depression
for ground sited gun.
** 75 deg. elevation, deg. depression
for ground sited gun.
32
SCOUT
FLIERS
33
DAMAGE
Damage scored by hits depends on the type of gun fired and is modified by the poss-
ibility of Critical Hits.
Basic Damage:
Hit by Gun Type Points of Damage
Radium Rifle 1
Rapid Fire Gun 5
Medium Gun 30
Heavy Gun 150
Damage Effects:
25% damage — speed down 1"
50% damage — speed down 2-1/2", ceiling down to a 2" maximum
75% damage — speed 1" maximum, ceiling 1" maximum
90% damage — ship powerless; adrift at 100' altitude
100% damage — ship explodes, bums, and crashes
Critical Hits: Critical hits will effect damage. The table for these types of hits is shown
with the firing table, hit location table, etc. at the back of the booklet. Effects of
critical hits are as follows:
Double or Triple Damage — Simply multiply damage points accordingly
Engine Hits — Totally destroy engines, thus making the flier powerless
to do other than descend by means of its boyance tanks,
although theflier may still fire normally, it cannot turn
nor move other than to descend
Propeller Hits — Destroy the propellers and cause the flier to act as if
it were powerless (engine hit) for six turns; thereafter
it is assumed that propellers are replaced, and normal
movement may resume
Ray Tank Hits — Effect bouyancy and cause the flier to go down at the
bow by 15 deg. , stern by 15 deg. , or if a midships bouy-
ancy tank is hit to lose 1 " from the maximum altitude
ceiling; if a flier is at a pitch of 30 deg. bow or stern it
must be abandoned as inoperable
Steering Hits — Cause an immediate and permanent loss of the ability
to control the flier normally, although vessels larger
than Scout Cruisers can steer by variance of the pro-
pellers' pitch and speed, allowing turns up to 15 deg.
but preventing the circular maneuver by such fliers
Note: Critical hits always cause normal damage to a ship in addition to their other
effects, although this does not mean that "2 x damage" scores three times normal damage,
for instance.
RAMMING AND COLLISION
A purposeful ramming or an accidental collision have virtually the same effect. Fliers
moving at the same altitude which come together at a relative speed of 1" or greater fall
into either of these two catagories. To compute damage simply compute the relative
speed of impact (two ships traveling at 5" each which collide bow-on meet at 10". For
every 1 " of relative speed the lighter of the two vessels takes 10% damage, and the
34
heavier the same amount. In addition, roll on the critical hit table, ignoring results
which call for additional damage, (no critical-type but damage results) but using all
others, for the lighter of the two fliers (if both are the same class roll for both).
Example: A light cruiser accidentally collides with a cruiser. The light cruiser is
moving perpendicular to the cruiser at 6" that turn, so if takes 60% damage or 300, dam-
age points, and the cruiser also takes 300 damage points. In addition, the light cruiser
must roll on the critical hit table, ignoring the roll if a 5 or a 6 comes up as this roll
indicates additional damage.
GRAPPLING
All Barsoomian fliers are equipped with highly sophisticated grappling tackle. When
fliers come within 1/2" or closer while on the same altitude (not more than about 100'
apart) either or both may attempt to grapple. For every Crew figure above 1, and for
every Gunner figure not engaged in firing guns, one grapple can be attempted. A
grapple is successful on a roll of 1-3. A grapple can only be cut on a roll of 1 . The
figures eligible to cut grapples are the same as those eligible to make them. One side
may attempt to cut grapples on the same turn that the other may attempt to grapple.
Note that if both parties are attempting to cut grapples that they are considered as
automatically gone. Ships with parted grapples are moved 1" apart immediately.
Once one or more grapples have been successfully made the ships in question are
treated as a single unit, and this unit becomes stationary on the next turn. At that time
boarding can take place. Once boarding occurs, grapples cannot be cut.
More than one flier can attempt to grapple the same opponent. In fact, there is no
limit to the combinations possible if the vessels concerned otherwise meet the qualif-
ications stated above for grappling.
BOARDING
All figures, including Officer figures, not otherwise engaged in some other action
are eligible to board. Figures which are to take part in the boarding action are moved
to the edge of their flier which adjoins that of the enemy which is to be boarded.
All figures, including Officer figures, not otherwise engaged in some other action
can resist attempts to board. Figures which are to resist a boarding attempt are moved
to the edge of their flier so as to oppose the enemy figures.
This movement is considered to be more-or-less simultaneous, so morale will have a
greater effect during boarding actions than is usual on Barsoom. The number of figures
on each side is multiplied by their dice score total for Steady Morale as shown on the
MORALE TABLE. This number ranges from 10 down to 6.
This is modified by the bonuses and penalties just as in a morale check situation, but
the final number is multiplied by the crew number. For example: A Black Pirate Battle-
ship is about to board a Battle Cruiser from Helium. Some of the First Born gunners
remain to fire the unengaged guns while all other figures board — assume 5 Gunners,
3 Crew, 5 Marines and 1 Officer, or 14 figures. Base morale is 10, 1 is added as they
are attacking, 1 is added for their commander being with the attackers, and as there
are no penalties a total of 12 morale factors is multiplied times 14 figures to give a
force value of 168. The Heliumites resist with every available figure — assume 6 Gun-
ners, 2 Crew, 3 Marines, 1 Officer, and 1 Personality Figure (John Carter!). Base
morale is 10, 1 is added for the commander being there to help resist boarding, and 2 is
added for the personality figure of John Carter; there ore no penalties. 13 morale fac-
tors are multiplied by 13 figures to bring a total score of 169.
Boarding Melee: In the interest of clarity this table will be given here and again at the
end of the work. Unless sufficiently high odds are obtained melee will have to be fought
before one side or the other manages to triumph. The relative force of each side is com-
35
pared in order to come to on odds ratio 1- 1 , 3-2, etc.):
BOARDING MELEE TABLE:
Result
Odds Ratio
1-1
3-2
2-1
3-1
Compute casualties as in normal melee, and boarding melee continues
next turn (recompute odds)
As at 1- 1 , but after casualties are computed there is a 1 in 6 chance
that the weaker side will become disorganized
As 3-2, but there is a 3 in 6 chance for disorganization of the weak-
er side
Compute casualties as in normal melee, weaker side is disorganized,
stronger side is aboard weaker side's flier, and boarding melee con-
tinues next turn (recompute odds)
4- 1 Compute casualties as in normal melee, weaker side then surrenders,
stronger force captures flier. The losing ship commander jumps off
his ship.
Using the example of the Block Pirates attempting to board the Cruiser from Helium
given above, the melee odds come out to a 3-2 in favor of the defenders. The 14 Black
Pirates inflict 4 casualties upon the Heliumites, while they receive in turn 3 casualties
inflicted by the normal component of the vessel plus 3 from John Carter, or 6 (don't
mess with John Carter ! ). Assume that the First Born do not become disorganized. If
they are reinforced next turn by 7 Gunner figures their value will be 15 multiplied by
12 is 180. The Heliumites have 9 figures times a morale value of 13 or 117. This then
gives the attackers an odds ratio of 3:2. They inflict 4.5 casualties, and next turn the
Heliumites will receive a morale penalty of - 1 for 50% casualties. The Heliumites will
again inflict 6 losses upon their opponents (thanks to John Carter), so the Black Pirates
will also suffer a morale penalty for 50% casualties. On the third round there are only
9 attackers with a morale value of 11 for a force value of 99. The Heliumites have 5
figures times a morale value of 12 or 60. Another round at 3-2 (no disorganization has
been assumed). The attackers kill 3 figures. The 4 Heliumites score 1 kill, and John
Carter another 3 for a total of 4. There are now 5 Black Pirate figures left alive and 2
defenders. The next round will see the lone Heliumite crewman figure killed, while 3
First Born take the final plunge. The two remaining Black Pirates can only wound (score
a partial kill) John Carter, while he can wipe them out.
BOMBING FLIERS
Bombing ground targets will be dealt with in a following section. A occasional
Barsoomian tactic is to pass over the top of an enemy ship and drop "keel bombs" upon
it. The total number of bombs carried by each ship, as well as the maximum number
which can be dropped during a given turn, has been given previously (see FLIERS).
When a flier passes above an enemy vessel during the course of its move — regard-
less of at what point during the move this passing-over occured — dropping of bombs
may be called for. The bombing player rolls two dice for each bomb, consulting the
BOMBING TABLE, AERIAL TARGETS (see back of booklet). If his score equallsor ex-
ceeds the base number, as modified, a hit has been scored.
Each bomb does 500 points of damage to a flier when it hits. Assume that no critical
hits or crew casualties or gun hits occur. However, as an optional rule, critical hits
can be rolled for: assume that each bomb acts as a hull top hit, and record accordingly.
36
JoHtf CARTER
UUARLORD of BAR. Soon
37
AIR-TO-GROUND COMBAT
Fliers passing over ground installations or troops cannot logically be placed on the
table, for their speed is such that they traverse the largest of tables with ease at cruis-
ing speed. However, their operations in landing troops are another story and will be
dealt with below.
Fire: In order to employ their guns fliers must either come in at a low altitude or be
firing at a very tall target. Since the latter is fairly unlikely, assume that fliers firing
at ground targets are at about 500 altitude and at close range (all fire is considered
short) unless a fortified area is under attack. The fliers may then wish to begin fire at
medium or long range, and under most circumstances they will have this option. To
determine hits simply use the To Hit, All Weapons chart found in the FLIERS, AERIAL
COMBAT TABLE . All guns will do the same amount of damage as noted on this same
table.
You will note that the Radium Rifle has a factor of 1 . When firing at troops it is
easy to convert the larger gun types to the MISSILE FIRE TABLE, and this is used to
determine target casualties. For example, assume a cruiser is firing 6 Medium Guns at
troops behind hard cover (a city wall perhaps). Going to the MISSILE FIRE TABLE it is
seen that 10 Radium Rifles kill 5 Infantry, but that this is adjusted to only 50% of the
figure due to hard cover, so 10 Radium Rifles kill 2-1/2 figures. As each Medium Gun
is of 30 factors they are equal to 30 Radium Rifles, so each gun that scores a hit will
kill 7-1/2 figures, and if all 6 hit there will be 45 casualties I However, it should be
noted that such an occurrance is improbable, for cities will have large guns and fliers
to oppose the enemy vessels. Again, if the targets were Green Martians in an abandoned
city they would be hidden, and fire would have to be at structures rather than at troops.
Fire at Structures: This type of fire is treated as any other type. The typical values for
structures are:
Structure Type Defense Value
Small Stone Building 500
City Wall, 1" Section 500
City Wall, Gate 2,000
Medium Stone Building 1,000
Large Stone Building 2,500
Small Fort 3,000
Medium Fort 5,000
Large Fort 10,000
Rapid Fire Gun Emplacement 500
Medium Gun Emplacement 1,500
Heavy Gun Emplacement 2,500
Guns damage structures according to their value, i.e. a Heavy Gun does 150 points
of damage when it hits.
Troops Landing: Troops can be landed in two ways: The flier carrying them can attempt
to land and disembark its contingent; or the flier may pass over the area where the troops
are to land and drop a form of paratroops, for Barsoomian armies often have equilibri-
motors. These are a form of anti-gravity device which also allow lateral movement.
Fliers coming in to disgourge troops are treated normally.
Fliers dropping equilibrimotor equipped troops are considered to be moving slowly at
1" altitude (1000 yards). The troops will be in the air during the next turn while they
descend and are treated as normal targets for Rifle fire.
Bombing Ground Targets:
Because of their shrapnel effects and due to the more confined space in which they
38
explode, bombs dropped on ground targets do 1000 points of damage when they score a
direct hit rather than 500 points as they do against aerial targets. The fliers releasing
the bombs can be at any altitude normally possible. The table for bombing ground tar-
gets is given at the back of the booklet.
Night Actions:
While search lights make night actions possible they are not recommended due to the
difficulty of handling them properly.
GROUND-TO-AIR FIRE
This type of fire is handled in the same manner as aerial fire. In most cases fire will
be at the Hull Bottom of fliers, although this will not be true when fliers are very low,
or grounded. Green Martians will receive a bonus of 1 to hit when firing Radium Rifles
at fliers. This will allow them to ambush any fliers which are foolish enough to fly at a
low speed and altitude over an abandoned city.
Radium Rifle Fire: When Radium Rifles are fired targets can be selected rather than dis-
tributed by chance providing the target selected is shown on the appropriate Target
Facing of the Hit Location chart, and only during the first turn of fire in ambush situ-
ations. At other times they will be fired normally.
PART III: NOTES O N PERSO NALITY FIGURES, BARSOOMIAN RACES & ANIMALS
John Carter: As the "finest swordsman of two worlds", John Carter is unbeatable by
either Barsoomian or Jasoomian. His prowess, however, goes beyond those already noted
in the rules. First, the Warlord has exceptional telepathic powers, so that while he
can read the minds of all but the most careful Barsoomians with ease, they cannot pick
up a single thought from John Carter. Additionally, he is able to sense animal thoughts,
so when John Carter is on guard no stealthy approach will serve white ape or banth
surprise him. John Carter is also very strong, even by earth standards, and on Mars this
becomes exceptional strength. One mightly blow of his fist will drop a huge Green
Martian dead in his tracks. Although he seldom uses his deadly fists, they are weapons
of great power, and their potential has never been charted.
Ulysses Paxton: As the second Jasoomian to be transported to Barsoom, Ulysses Paxton
confirms the fact that the average earthman with o bit of military training and practice
with a sword or rapier quickly becomes a formidible warrior upon Barsoom -- once the
trick of using earth-trained muscles in the lighter gravity of Mors has been mastered.
What of his punches?
Carthoris: Having inherited much of the strength of his father, Carthoris is one of the
most formidible warriors on Barsoom. His natural talent for swordplay combined with his
ability to jump and leap great distances make his a match for any fighter save his father,
John Carter. Again, what power does Carthoris pack in his fists?
Tars Tarkas: Jeddak of the Tharks, friend and ally of John Carter, master swordsman,
fearless warrior — all describe the greatest of the Green men of Borsoom. Tars Tarkas
is both more intelligent than most of his fellows and far more humane in his outlook on
life.
Solon of Okar: Despite his age (over a thousand years) and size (a shriveled little
fellow) we have John Carter's own testimony that Solon is one of the most accomplished
fighters that the Warlord ever faced; perhaps he was the most accomplished.
Mors Kajak, Tardos Mors, Kantos Kan, etal: These personalities are outstanding among a
world of warriors due to their fighting ability. Like most Barsoomians in high positions,
these fighters have maintained or gained their prominence through their mastery of
weapons and their personal bravery. They will usually go to any extreme in order to
rescue a princess in distress.
39
TRRS TARKflS
JEDOAK of TH8RK
40
Red Martians: The red race is the most numerous upon Barsoom, and its members run the
gam it from the most superb fighters to the most abject cowards. It is this race which
maintains most of the inhabited cities upon the planet, and, excluding the Green
Martians, they account for perhaps 75% of the population.
CAPTHoRfe
41
kfiN7b$
KfiM
42
/EllowJ WARR^n.
43
White Martians: This catagory includes the almost extinct Orovarions who have blonde
or auburn hair and the bald Therns who wear yellow wigs. Although the latter are
somewhat ignoble, both types are among the staunchest of fighters. They regard all
races as beneath them, although they are somewhat in awe of the First Born. All Therns
are not of equal ability, the best of the type being awarded the title of Holy Therns.
These latter constitute perhaps a third of the type. The white race comprises perhaps
10% of the Barsoomian population, with the Orovarions having only about 3%. Orovars
are found only in bst cities; Therns inhabit the Valley Dor at the South Role and some
colonies within Red Martian cities.
Black Martians: The black race is perhaps the single finest type upon all Barsoom, for
its members are above average in both height and masculature. They are handsome in
appearance and brave beyond compare. Furthermore, their bravery is matched by their
fighting ability. They claim to be the "First Born" of all Barsoomian humans, and this
is what they call themselves. Others, however, know them as the Black Pirates because
of their propensity for raiding and plundering. They comprise about 5% of the population.
The Black Martians inhabit the underground world of Omean and the "Rift" in the
northern part of the Western Hemisphere.
Yellow Martians: These sturdy, black-bearded men are known as Okarians. They live
in domed cities scattered about the northern polar region. As a race they are excep-
tionally capable fighters. Their chief weapons are the javelin, the long sword, the
"cup shield", and hook sword. Any fighter engaging an Okarian with sword, hook
sword, and cup shield would not violate the Barsoomian Code if he were to counter
with long sword and short sword. The Yellow men comprise about 10% of the total
population.
Green Martians: These strange creatures are all nomadic, roaming about the dead sea
bottoms of Barsoom. There are many tribes of Green men, the largest being the Tharks,
the fiercest the Warhoons. Smaller tribes are not noted on the map. They typically take
their tribal name from the abandoned city which they have chosen to house their Jed or
Jeddak. Of all their warlike abilities, their marksmanship with the Radium Rifle is by
far the most outstanding. They are not prone to use their 40' lances against humans,
except in large battles against many times their own number of Red men for example.
They do, however, employ them extensively against other Green peoples. The sword is
undoubtedly their favorite weapon I There are perhaps two million Green tribesmen on
Barsoom, with a total population of perhaps five million when females and children are
considered.
White Apes: These are terrible monsters with a cunning almost equal to human. Many
seem to have a rough tribal organization, and those that do always use stone (or some
other form of) clubs. Because of this glimmering of true intelligence apes will not
always behave as a typical animal. They infest the abandoned cities of Barsoom, and
they are also found in many other places. The strength of a white ape seems to be about
double that of a Green man.
Darseen: This is a generic name for Martian reptiles. There are small darseen, little
chameleon-like lizards, and great reptiles capable of severing the head from a man in
one bite. It is these latter sort which are considered in the rules. The largest mentioned
is the monsterous albino lizard beneath Kadabra. The tables consider darseen to be
about half again as big as a monitor lizard, and if larger ones are encountered it should
be adjusted accordingly.
Malagor : This giant bird is not mentioned in the combat tables or elsewhere in the rules,
for it is very rare. It is of great size with a wing spread of about 20'. It can fly at a
speed of about 60 miles per hour carrying a passenger, and it can carry two persons with
little loss of speed. They can fly all days without tiring, although they need a night to
rest thereafter. They are hawk-like, and their disposition is quite ferocious.
44
FIRST BORN
45
HoLy TUERtf
46
Orluks: We are taking a few liberties with this monster, for ERB never really described
the Orluk, other than to say it was a black ond yellow striped artic-dwelling cornivor.
It is weasel-like in appearance, being about the size of a jaguar. The orluk has four
legs, great fangs and a lust for blood like the little Jasoomian animal it resembles in
form. Although it has a keen sense of smell, it has rather weak eyes or else it would be
far more deadly than it is.
Other Animals: The other Barsoomian animals are described in sufficient detail so as
not to merit further attention here.
3EII/.
WHrTE APE
47
PPT
MISSILE FIRE TABLE
Target Is
Type of Missile
Per 10 Fired
Human-type
Infantry
Green
Infantry
Human-type
Cavalry
Green
Cavalry
Javelins
Arrows
Radium Pistols
2
3
4
1
1-1/2
2
1
1-1/2
2
1/2
1
2
Radium Rifles
5
5
3
3
Adjustments:
- Green Martians firing Radium Rifles add 1 kill per 10 Firing to result shown above.
- Soft cover such as vegetation subtracts 25% from casualties.
- Hard cover such as stone walls subtracts 50% from casualties.
- Fire at skirmishers subtracts 50% from casualties.
Fractions: Retain all fractions until such time as they total a whole at which time a
casualty is accordi
ngly extracted.
MELEE TABLE
Attacker Is
Defender Is
Human-type
Without
Shield
Infantry
With
Shield
Green
Infantry
Human-type
Cavalry
Green
Infantry
10 Human-type
Infantry
3
2
1
1
1/2
5 Green Infantry
2
2
1
1
1/2
5 Human-type
Cavalry*
2
2
1
1
1/2
3 Green Cavalry** 3 3 2 2 1
* or 1 12th Level Personality Figure
** or 1 13th Level Personality Figure
Adjustments:
- Add 1 casualty if:
- charging into melee
- enemy disorganized
- Add 2 casualties if:
- mounted lance charge into melee
- enemy retreating
- Double casualties if:
- 1 sf round of flank attack
- 1 st or 2 nd round of rear attack
- enemy routing
Fractions: Retain all fractions until such time as they total a whole at which time a
casualty is accordingly extracted.
49
MORALE TABLE
MORALE CHECKS TO BE MADE
- at 25% casualties - unit attacked in the flank
- at 50% casualties - unit attacked in the reor
- at 75% casualties - unit surrounded in open
- unit commander killed - attacked by flier in open
- personality figure killed - outnumbered by superior
- routing unit within 3" troops by 3 or more to 1
Check by basic units (Dar ot 1 :50, Utan at 1:1) os indicoted above. Roll two dice
and if the total score exceeds the numbers shown for that type of troops then their morale
has failed and they retreat one full move and must remain stationary for one turn. If
they are attacked either by missile or melee while stopping after a retreat (or during the
move back) the unit routs. Routed units move until they are off the table and do not
return. They do not melee.
Score on Two Dice
Unit is Dis-
organized —
Check Again
Next Turn
11
10
9
8
7
Unit Has
Steody
Morale Unit Type or Classification
10 Heliumitic Guards & Navy, First Born, Holy Therns,
Orovorian Guards, Okarian Guards, Green Men
9 Heliumitic Regulars, Therns, Okarians, Orovars, Red
Guards and 1st Rate Navies
8 Heliumitic Levies, Okarian Levies, Red Regulars,
Green Females, 2nd Rate Red Guards
7 Red Levies, 2nd Rate Red Regulars
6 2nd Rate Red Levies, Red Females
Bonuses and Penalties to Morale Score Required:
Bonuses Penalties
- Attacking +1
- Flier Support +1
- Commander with
Unit +1
- Personality
Figure with
Unit +2
- 50% Casualties
-1
- Unit Disordered
-1
- Attacked in
Flank
-1
- Attacked in
Rear
-2
- Commanded Dead
-2
- Unopposed Flier
Attacking
Troops in Open
- Surrounded in
Open
-3
-3
- Outnumbered
3-1
-3
- Personality
Figure Dead
-4
Total all bonuses and penalties to arrive at adjusted total for morale roll. Units which
are surrounded or whose total is down to 2 for steody morale surrender and are taken
prisoner.
Typical Examples of 1 st and 2nd Rate Cities :
1st Rate 2nd Rate
Gathol Amhor
Hastor Dursor
Kool Jahar
Kobol
Manafaj Phundal
Manator Tjanath
Manatos Toonol
Ptarth Zodango
all Panors are 2nd Rate
50
BOARDING MELEE TABLE:
Odds Ratio Result
1 - 1 Compute casualties as in normal melee, and boarding melee continues
next turn (recompute odds).
3-2 As at 1 - 1 , but after casualties are computed there is a 1 in 6 chance
that the weaker side will become disorganized.
2-1 As 3 - 2, but there is a 3 in 6 chance for disorganization of the
weaker side.
3-1 Compute casualties as in normal melee, weaker side is disorganized,
stronger side is aboard weaker side's flier, and boarding melee con-
tinues next turn (re compute odds).
4-1 Compute casualties as in normal melee, weaker side then surrenders,
stronger force captures flier.
BOMBING TABLE, AERIAL TARGETS
Base score to hit: 9
Target is moving relative to bombing vessel +2
Target is more than 500' below bombing vessel +1
Target is small (light Cruiser or smaller) +1
Target is large (Battle Cruiser or larger or
or Heavy Transport) - 1
Roll two dice, and if the total equals or exceeds the modified base score to hit the bomb
has struck the target doing 500 points damage. All other bombs miss and do no damage.
BOMBING TABLE, GROUND TARGETS
Base score to hit: 8
Target is more than 1000 yards below
bombing vessel + 1
Target is gun emplacement +2
Target is small building or wall +1
Target is small fort +1
Bombing vessel is under fire from
Heavy Gun(s) +1
Target is large building or large fort - 1
Target is plainly identified* -1
* ringed with fire or otherwise outstandingly marked
Roll two dice —
Score under adjusted base number = miss, no effect
Score equal to adjusted base number = near miss, 10% effect
Score above adjusted base number = hit, 1000 points damage
Exposed personnel, vehicles and animals are considered dead or destroyed if within the
immediate area of the target when a near miss or hit is scored.
51
INDIVIDUAL COMBAT
ANIMALS VS. ANIMALS AND MEN
MEN VS. ANIMALS TABLE
!
DEFENDI
R
ATTACKE
WOUNDS
TO WHITE DAR-
KILL APE APT BANTH CALOT SEEN ORLUK MAN SITH THOAT ZITIDAR 13
12
MEN
10 7 4 3
119 8 6 5 2 1
White Ape
1
1
1
1
6
6
7
5
4
4
6
10
5
9
3 15
2 13
12
3 11
? 10
3 9
' 8
i 7
j 6
1 5
i 4
! 3
2
12 16
16 *
12 15
14 *
13
9
17
13 16
14 *
10 15
16 *
12 15
15 *
13 16
16 *
13
6
18
*
10
10
17
10
8
18
14 -
13
18
*
12 16
*
10 14
*
8 12
*
Apt
13 16
15 -
12 17
16 -
14
16
17
13 15
15 -
11 13
18 -
12 16
17 -
14 16
13 -
13
7
18
13
15
17
14
8
18
14 -
12
18
11 16
9 15
7 13
Bonth
7 14
8 15
18 ?
12
17
17
?
9 14
- ?
10 15
- ?
8 15
- ?
7 15
18 ?
7
15
17
?
6
16
?
7
16
17
13 -
- ?
12
18
?
10 16
. ■>
8 14
6 12
- ?
Calot
12 17
11 16
15 -
12
16
17
12 16
17 -
10 15
12 16
18 -
10 17
17 -
8
14
18
18
17
17
8
10
18
15 -
13
12
12 17
10 15
7 12
Darseen
14 17
17 -
13 16
18 -
15
18
17
12 16
18 -
12 16
13 16
15 18
18 -
14
18
18
15
17
14
18
15 -
14
18
12 16
11 15
9 13
Orluk
13 17
17 -
12 16
15 -
13
16
17
12 17
18 -
11 15
18 -
12 16
16 -
14 16
14 -
11
16
18
13
17
17
12
15
18
14 -
13
18
12 16
11 14
10 13
Plant Man
10 15
X
11 15
- X
13
16
X
13 16
- X
8 14
- X
8 15
- X
13 16
X
12
16
X
10
14
X
10
15
X
13 -
- X
10
17
X
8 14
- X
6 12
X
4 10
- X
51th
12 16
- 13
11 16
- 12
12
17
12
13 17
- 13
7 15
- 14
8 16
- 13
10 15
- 16
12
18
10
13
17
9
12
18
11
12 -
- 18
11
18
16
10 16
- 14
9 15
- 12
7 14
- 10
Thoat
13 16
17 **
14 16
16 **
14
12
17
15 16
18 **
9 16
18 **
12 16
16 **
14 16
O **
14
8
18
**
12
16
16
**
13
14
18
* +
15 -
_ **
14
18
**
12 16
11 14
_ **
10 12
— **
Zitidar
14 15
17 **
15 15
18 **
15
16
16
**
16 15
18 **
13 14
18 **
15 15
18 **
13 14
16 **
12
7
18
14
18
15
**
12
17
16
**
16 -
_ **
15
18
13 14
_ **
12 12
_ **
11 11
_ **
Men: Leve
8 13
7 12
9
14
8 11
5 10
7 11
8 14
8
17
8
13
6
15
\ SEE /
\ MEN /
/vs\
/ MEN \
9 14
8 13
10
15
9 12
6 11
8 12
9 15
9
18
9
14
7
16
9 15
8 14
10
16
9 13
6 12
8 13
9 16
9
-
9
15
7
17
10 15
9 14
11
16
10 13
7 12
9 13
10 16
10
-
10
15
8
18
10 16
9 15
11
17
10 14
7 13
9 14
10 17
10
-
10
16
8
-
11 16
10 15
12
18
11 14
8 13
10 14
11 18
11
-
11
16
9
-
11 17
10 16
12
-
11 15
8 14
10 15
11 -
11
-
11
17
9
-
12 18
11 17
13
-
12 16
9 15
11 16
12 -
12
-
12
18
10
-
12 -
11 18
13
-
12 17
9 16
11 17
12 -
12
-
12
-
10
-
13 -
12 -
14
-
13 18
10 17
12 18
13 -
13
-
13
-
11
-
13 -
12 -
14
-
13 -
10 18
12 -
13 -
13
-
13
-
11
-
14 -
13 -
15
-
14 -
11 -
13 -
14 -
14
-
14
-
12
-
15 -
14 -
16
-
15 -
12 -
14 -
15 -
15
-
15
-
13
-
52
Notes on ANIMALS VS. ANIMALS AND/OR MEN: MEN VS. ANIMALS TABLE:
Example
White Ape vs. White Ape (1st Box)
Number of
Wounds Required
to Kill White Ape (6)
WHITE APE
WHITE APE 6
TO WOUND
12
16 *
16
* ^_
ATTACKER
PANICS
SPECIAL
"ABILITY
Upper Left: Score Required to Wound
Upper Right: Score Required to Kill
Lower Left: Score Required to Panic Attacker
Lower Right: All but Dash (-) Indicates Special Ability to Kill
Check to see if the animal attacking panics.
2. Check to see if Special Abilities apply
* +1 on wound/kill dice if club armed
? +1 on wound/kill dice if charging into attack
x if unable to leap over opponent lose -2 on all attacks
13 (a number) indicates a second attack roll is always given to this animal, and
if the score is matched or exceeded the opponent is killed
** +2 on kill score if charging into attack
3. When animals are involved iniative always changes with the defender in one turn
becoming the attacker during the next.
4. It is assumed that men are armed with long swords. If a lesser weapon is used sub-
tract 1 from the dice rolls. If a greater weapon is used, or if the man is mounted,
add 1 to the dice rolls made. A mounted charge gains 2 on the first turn of combat.
A mounted charge with a lance gains 3 on the first round of combat. A mounted
lance charge with a poisoned lance against a sith gains both the 3 point bonus noted
above and causes any would to kill.
53
FLIERS, AERIAL COMBAT TABLES
Weapon Range Table:
Ra nc
ie
Weapon Type
Short
Medium
Long
Radium Rifle
2"
4"
Long Range
Rapid Fire Gun
4"
8"
is completely
Medium Gun
6"
12"
unlimited in
Heavy Gun
9"
18"
this game
Weapons Damage:
Fliers
, Maximum Da
mage Possible:
Type Weapon
Damage Fi
actors
Type
Flier
Points of
Damage
Radium Rifle
1
Small Scout
25
Rapid Fire Gun
5
Large
Scout
50
Medium Gun
30
Scout Cruiser
250
Heavy Gun
150
Light Cruiser
Cruiser
500
800
Battle
i Cruiser
1500
Battleships
2250
Super
Battleship
2750
Possibility of Weapon
Type Damaging Sh
ip Type:
i
un
Medium
Gun
Ship Type
Radium
Rifle
Rapi<
Fire G
Heavy
Gun
Small Scout
yes
yes
yes
yes
Large Scout
yes
yes
yes
yes
Scout Cruiser
Light Cruiser
no
no
yes
yes
yes
yes
yes
yes
Cruiser
Battle Cruiser
no
no
no
no
yes
no
yes
yes
Battleship
no
no
no
yes
Super Battleship
no
no
no
yes
Note: "no" does not mean that hits on exposed crew ore not possible;
they are always possible, but fire at a man (or men) is always
considered to be at a small target.
To Hit, All Weapons:
Target is - small
medium
large
Short
8
7
6
Range Is-
Medium
10
9
8
Long
11
10
9
If target is stationary subtract 1 from the required score; if the target is moving
very rapidly or evasively, add 1 to the required score.
54
Hit Location:
Target- Facing
Crew*
Gun
Hul
II**
Crit
ical Hit***
Broadside
2-4
5,6
7-
11
12
Bow
2
3
4-
11
12
Stern
2,3
4
5-
10
11,12
Hull Bottom
-
-
2-
10
11,12
Hull Top
2-6
7
8-
11
12
* gun crew
are
alway
s considi
3red
exposed
** Hull hits record factors of damage, other hits (except when using the
optional bombing method) do not
***Roll again for results on CRITICAL HIT TABLE
Critical Hit Table:
Die Bow
1 ,2 Officer Figure
Killed
3,4 Bow Ray Tank
Destroyed
5,6 1 -1/2 x Damage
Broadside
Stern
Hull Bottom
2 x Damage Stern Ray 3 x Damage
Tank Des-
troyed
Midships Ray 2 x Damage 2 x Damage
Tank Destroyed
3 x Damage Propellers Midships Ray
Determination of Target Size:
Typical Large Targets
Typical Medium Targets
Typical Small Targets
HullTop
2 x Damage
Steering
Destroyed
Engines
Destroyed Tank Destroyed Destroyed
Super Battleships, Battleships, Battle Cruisers, Heavy
Transports
Cruisers, Light Cruisers, Light Transports
Scout Cruisers, Large Scouts, Small Scouts
45 DETERMINATION OF TARGET FACING: 45 45
TOP
45
BOTTOM
BROADSIDE VIEW
END VIEW
55
INDIVIDUAL COMBAT
MEN VS. MEN, COMBAT AND INIATIVE
+12 +11 +10 +9 +8 +7 +6 +5 +4 +3 +2 +1 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10
-11
-12
( Automatic ) 4 5 6 7 8 9 10 1112 13 14 15 16 17 18 18 18
18
18
8 8 8 8 9 9 9 10 11 12 13 14 15 16 16 17 17 18 18 -
Level Difference
Iniative and to Wound (
To Kill
Notes on MEN VS. MEN, COMBAT AND INIATIVE TABLE:
1 . Determine the attacker and roll dice to wound/kill.
2. If a kill is not scored the defender rolls to see if he can gain the iniative.
3. The opponent with the iniative attacks.
4. It is assumed that equal weapons are being used. If one opponent is an Okarian
armed with long sword, hook sword, and cup shield, and the other is not so armed,
he gains a one point advantage on defense, and unless the opponent has a second
weapon in his left hand to counter the hook sword the Okarian also gains +1 on his
dice rolls to wound/kill. If otherwise weapons are not equal the opponent with the
greater weapon gains a one point advantage on both attack and iniative rolls.
56
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